[Scummvm-devel] PORTERS: OSystem::setWindowCaption

Max Horn max at quendi.de
Sun Jun 7 23:41:50 CEST 2009


Am 07.06.2009 um 23:32 schrieb Marcus Comstedt:

>
> Max Horn <max at quendi.de> writes:
>
>> For the DC port.. well I am confused by that. It seems to do only one
>> thing with the window caption: Namely, store it into any subsequent
>> save states. Hu? Maybe this is somehow used elsewhere to display a
>> game name together with each save? Marcus?
>
> Correct.  When examining the savegame in the system menu of the DC,
> there is displayed in addition to the filename one short description
> (this can also be viewed on the LCD display of the memory card),
> one long description, and an icon.  See
> <http://mc.pp.se/scummvms.jpg> for an example of what it can look
> like.

Thanks, that clarifies a lot!

> The short description may only contain ASCII (due to the limited
> rendering power of the memory card itself).  I always set this
> one to "ScummVM savegame".
>
> The long description, which is where I use the window name to
> get a descriptive name of the game (in the case of the example
> "The Dig"), _can_ contain non-ASCII characters.  Unfortunately,
> the interpretation of such characters depends on the menu language
> selected.  If you've selected Japanese, non-ASCII characters
> are rendered as Shift-JIS.  If you've selected any other language,
> as ISO-8859-1.

Two remarks:

1) It would be cleaner to remove that hack, and instead override  
OSystem::engineInit(); in there, look at the value of "description"  
key for the active config domain. (Of course, the engineInit is fairly  
new, and was added *long* after your code was created).

2) (also in reply to Torbjörn's mail) UTF-8 can be easily converted to/ 
from ASCII, or LATIN-1 (although of course chars not in ASCII /  
LATIN-1 cannot be translated). We'd have corresponding conversion  
methods in common/ (or maybe in backends/ ? depends) The reason I have  
UTF-8 in mind here is that if we go international one day (I still  
would like to see it happen), it'll simplify a lot of stuff. However,  
I am not really much invested in it. I am fine with sticking with  
plain ASCII, or LATIN 1. That would also save us a few hundred bytes  
in code size for the time being, always a good thing :)


Bye,
Max



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